It's been a while since I've looked at it, but if I recall correctly my fix allows modded statuses to indicate that they
must run every turn (sort of like pregnancy—since pregnancy affects the world state it needs to be checked every turn) while the current implementation only allows a select few statuses to process.
I also put in some extra code to ensure that if the world is running for an obscenely long time that events will be processed (basically, if the time since the last full update exceeded a set amount it would process all status effects regardless of whether they share a tile with the player). This would only happen if the world were running for over 2 billion in-game seconds (63+ years).
I don't think the current implementation has any overflow checks, but it might not need them depending on how exactly its time tracking is implemented. I'd have to look to be sure, though, and I've kinda grown apathetic by this point.